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suliman

Member Since 19 May 2004
Offline Last Active Jun 23 2016 08:27 AM

Posts I've Made

In Topic: Dungeon - tactical combat (static or tile-movement)

22 June 2016 - 02:27 AM

Not that look maybe, but the same movement mechanics. So yes, somewhat similar to that in a way:)


In Topic: Dungeon - tactical combat (static or tile-movement)

21 June 2016 - 03:23 AM

Yeah if i make ai it can be applied to heroes as well of course.

 

If i switch system, I'm aiming for an retro, almost boardgamish feel. Icons moving on a top-down grid (similar to how missions are described in hero quest and similar tabletop games)

HQBase-01-TheTrial_EU_v2_retry.png

Not THIS simple but you get the idea. Problem may be that it may end up feeling too reduced.


In Topic: optional perma-death mode?

17 June 2016 - 04:31 AM

i think if you enable changing it mid-game, maybe have it only as an option when out of combat, between chapters or "in town" or whatever. Pausing and changing in the middle of a heated combat situation seems to mess up the idea of making permadeath available in the first place.


In Topic: optional perma-death mode?

16 June 2016 - 06:33 AM

Mid-game switching seems odd to me. Better to have it as an option for new games.

 

The point of permedeath is that it should be there even for harder sections of the game.


In Topic: c++: sprintf but return chars. Possible?

01 June 2016 - 09:57 AM

Well a temp buffer is ok for me, I only use this in specific situations. Not pretty i know but it works:)

 

Thanks for your input.

char * getStr(const char* fmt, ...) {	
	static char txt[1000];
	va_list va;
	va_start( va, fmt );
	vsprintf( txt, fmt, va );
	va_end( va );
	return txt;
}

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